Simple 2D RPG made in C++ and SFML
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_UDPSOCKET_HPP
#define SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network/Export.hpp>
#include <SFML/Network/Socket.hpp>
#include <vector>
namespace sf
{
class IpAddress;
class Packet;
////////////////////////////////////////////////////////////
/// \brief Specialized socket using the UDP protocol
///
////////////////////////////////////////////////////////////
class SFML_NETWORK_API UdpSocket : public Socket
{
public :
////////////////////////////////////////////////////////////
// Constants
////////////////////////////////////////////////////////////
enum
{
MaxDatagramSize = 65507 ///< The maximum number of bytes that can be sent in a single UDP datagram
};
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
UdpSocket();
////////////////////////////////////////////////////////////
/// \brief Get the port to which the socket is bound locally
///
/// If the socket is not bound to a port, this function
/// returns 0.
///
/// \return Port to which the socket is bound
///
/// \see bind
///
////////////////////////////////////////////////////////////
unsigned short getLocalPort() const;
////////////////////////////////////////////////////////////
/// \brief Bind the socket to a specific port
///
/// Binding the socket to a port is necessary for being
/// able to receive data on that port.
/// You can use the special value Socket::AnyPort to tell the
/// system to automatically pick an available port, and then
/// call getLocalPort to retrieve the chosen port.
///
/// \param port Port to bind the socket to
///
/// \return Status code
///
/// \see unbind, getLocalPort
///
////////////////////////////////////////////////////////////
Status bind(unsigned short port);
////////////////////////////////////////////////////////////
/// \brief Unbind the socket from the local port to which it is bound
///
/// The port that the socket was previously using is immediately
/// available after this function is called. If the
/// socket is not bound to a port, this function has no effect.
///
/// \see bind
///
////////////////////////////////////////////////////////////
void unbind();
////////////////////////////////////////////////////////////
/// \brief Send raw data to a remote peer
///
/// Make sure that \a size is not greater than
/// UdpSocket::MaxDatagramSize, otherwise this function will
/// fail and no data will be sent.
///
/// \param data Pointer to the sequence of bytes to send
/// \param size Number of bytes to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(const void* data, std::size_t size, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive raw data from a remote peer
///
/// In blocking mode, this function will wait until some
/// bytes are actually received.
/// Be careful to use a buffer which is large enough for
/// the data that you intend to receive, if it is too small
/// then an error will be returned and *all* the data will
/// be lost.
///
/// \param data Pointer to the array to fill with the received bytes
/// \param size Maximum number of bytes that can be received
/// \param received This variable is filled with the actual number of bytes received
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(void* data, std::size_t size, std::size_t& received, IpAddress& remoteAddress, unsigned short& remotePort);
////////////////////////////////////////////////////////////
/// \brief Send a formatted packet of data to a remote peer
///
/// Make sure that the packet size is not greater than
/// UdpSocket::MaxDatagramSize, otherwise this function will
/// fail and no data will be sent.
///
/// \param packet Packet to send
/// \param remoteAddress Address of the receiver
/// \param remotePort Port of the receiver to send the data to
///
/// \return Status code
///
/// \see receive
///
////////////////////////////////////////////////////////////
Status send(Packet& packet, const IpAddress& remoteAddress, unsigned short remotePort);
////////////////////////////////////////////////////////////
/// \brief Receive a formatted packet of data from a remote peer
///
/// In blocking mode, this function will wait until the whole packet
/// has been received.
///
/// \param packet Packet to fill with the received data
/// \param remoteAddress Address of the peer that sent the data
/// \param remotePort Port of the peer that sent the data
///
/// \return Status code
///
/// \see send
///
////////////////////////////////////////////////////////////
Status receive(Packet& packet, IpAddress& remoteAddress, unsigned short& remotePort);
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<char> m_buffer; ///< Temporary buffer holding the received data in Receive(Packet)
};
} // namespace sf
#endif // SFML_UDPSOCKET_HPP
////////////////////////////////////////////////////////////
/// \class sf::UdpSocket
/// \ingroup network
///
/// A UDP socket is a connectionless socket. Instead of
/// connecting once to a remote host, like TCP sockets,
/// it can send to and receive from any host at any time.
///
/// It is a datagram protocol: bounded blocks of data (datagrams)
/// are transfered over the network rather than a continuous
/// stream of data (TCP). Therefore, one call to send will always
/// match one call to receive (if the datagram is not lost),
/// with the same data that was sent.
///
/// The UDP protocol is lightweight but unreliable. Unreliable
/// means that datagrams may be duplicated, be lost or
/// arrive reordered. However, if a datagram arrives, its
/// data is guaranteed to be valid.
///
/// UDP is generally used for real-time communication
/// (audio or video streaming, real-time games, etc.) where
/// speed is crucial and lost data doesn't matter much.
///
/// Sending and receiving data can use either the low-level
/// or the high-level functions. The low-level functions
/// process a raw sequence of bytes, whereas the high-level
/// interface uses packets (see sf::Packet), which are easier
/// to use and provide more safety regarding the data that is
/// exchanged. You can look at the sf::Packet class to get
/// more details about how they work.
///
/// It is important to note that UdpSocket is unable to send
/// datagrams bigger than MaxDatagramSize. In this case, it
/// returns an error and doesn't send anything. This applies
/// to both raw data and packets. Indeed, even packets are
/// unable to split and recompose data, due to the unreliability
/// of the protocol (dropped, mixed or duplicated datagrams may
/// lead to a big mess when trying to recompose a packet).
///
/// If the socket is bound to a port, it is automatically
/// unbound from it when the socket is destroyed. However,
/// you can unbind the socket explicitely with the Unbind
/// function if necessary, to stop receiving messages or
/// make the port available for other sockets.
///
/// Usage example:
/// \code
/// // ----- The client -----
///
/// // Create a socket and bind it to the port 55001
/// sf::UdpSocket socket;
/// socket.bind(55001);
///
/// // Send a message to 192.168.1.50 on port 55002
/// std::string message = "Hi, I am " + sf::IpAddress::getLocalAddress().toString();
/// socket.send(message.c_str(), message.size() + 1, "192.168.1.50", 55002);
///
/// // Receive an answer (most likely from 192.168.1.50, but could be anyone else)
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
///
/// // ----- The server -----
///
/// // Create a socket and bind it to the port 55002
/// sf::UdpSocket socket;
/// socket.bind(55002);
///
/// // Receive a message from anyone
/// char buffer[1024];
/// std::size_t received = 0;
/// sf::IpAddress sender;
/// unsigned short port;
/// socket.receive(buffer, sizeof(buffer), received, sender, port);
/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
///
/// // Send an answer
/// std::string message = "Welcome " + sender.toString();
/// socket.send(message.c_str(), message.size() + 1, sender, port);
/// \endcode
///
/// \see sf::Socket, sf::TcpSocket, sf::Packet
///
////////////////////////////////////////////////////////////